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ToonSkull

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ToonSkull last won the day on July 31 2010

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About ToonSkull

  • Birthday 03/15/1994

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    Vice City
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    http://www.youtube.com/ineedtoyell
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    Lat 44N Long 84W

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  1. It does a solid obstacle check when he is in his run animation. So if you hold ALT (walk) as you move toward a wall it won't do the KO animation. But even if he does get hit, he just stands right back up so at that point you could jump the wall. Also since fences are not walls it does not react on them or objects such as cars. The solid check runs between 10 and 50 cm from the front of his body and could be adjusted. You should have no trouble running along walls or on top of them, just at them.
  2. {$VERSION 3.1.0027} {$CLEO .cs} {CJ runs at any wall and smacks it, down he falls on his... well a bit more real than just jogging in place. Not as perfect as I would like it, CJ does tend to get a bit stuck after smacking into a wall. But you can still jump walls. It doesn't do any damage just another reality concept. Special thanks to nabnabnabn -> http://www.gtaforums.com/index.php?showtopic=466576&view=findpost&p=1060283039 Thanks to all those who helped in that thread. 1.7.2011 Vincent "ToonSkull" Black www.filefront.com/user/toonskull Binary file will be posted here soon.} thread 'kowall' :kowall_11 wait 0 if Player.Defined($PLAYER_CHAR) jf @kowall_11 04ED: load_animation "PED" :kowall_38 wait 0 if 04EE: animation "PED" loaded jf @kowall_38 //Makes sure we don't bump into stuff inside, only outside. :kowall_60 wait 0 077E: get_active_interior_to 7@ if and 7@ == 0 Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER" jf @kowall_60 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.1 0.0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 if 86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 0 particle 0 jf @kowall_60 0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FACE" IFP_file "PED" 8.0 loop 0 0 0 0 time -1 // versionA :kowall_242 wait 0 if not Actor.Animation($PLAYER_ACTOR) == "KO_SHOT_FACE" jf @kowall_242 0605: actor $PLAYER_ACTOR perform_animation_sequence "GETUP" IFP_file "PED" 6.0 loop 0 0 0 0 time -1 // versionA :kowall_308 wait 0 if not Actor.Animation($PLAYER_ACTOR) == "GETUP" jf @kowall_308 jump @kowall_60
  3. The average desktop computer contains 5-10 times more computing power than was used to land a man on the moon.

    1. Show previous comments  2 more
    2. ToonSkull

      ToonSkull

      I suppose you could with the math, enough dynamite, and a large metal bucket. ;)

    3. Miles Pedro Prower

      Miles Pedro Prower

      A'ight, but how many dynamite do I need?

    4. Samil

      Samil

      Just get like, 10 trucks.

  4. Huck, you are one sick puppy, I am of course talking about the soundtrack on your video. The car is uber cool, I assume you used Z-Modeler? I work in the Blender 3D more than anything else. I have a plugin to load GTA stuff but I don't know how it works or maybe I should say I can't work it very well. Ok I looked at yours you can go look at mine. I just uploaded a new mission menu CLEO script on this forum and mirrored here. Sorry I haven't been around since I am enjoying my Summer.
  5. Hey dude, mind if you check out my newly-posted thread? I need help in making a vehicle, y'know.

  6. SAAT GUI This will edit all the sounds in your GTA SA. It is a bit slow since it has to extract the sound then recompile it. Also the sound files are very touchy on size so take care when using it.
  7. You will need to purchase an Action Replay they run about $40 to $30 at most stores or you can buy them online. http://www.gamebay.com/ACTION_REPLAY_MAX_FOR_p/invof_801.htm Then you enter the code to unlock it. http://vgstrategies.about.com/od/playstation2codes/a/hotcoffeecodes.htm Otherwise you really need a PC version and a PC to do mods.
  8. My brother says "no". You have to edit the dff's hierarchy table to reflect the name as well. Just swapping the files out won't work. If you know how to use a HEX editor open the dff of your car in that and look for the name only nothing else in ASCII (ex: banshee not bansheebody64G) you will find 2 occurrences change them to rhino. If all goes well it will work or crash. MAKE BACKUPS!
  9. If you used Vista, it keeps copies inside the C:\users\... folder. Personally I run Linux with WINE for GTA SA. I don't know about Windows 7 yet. I have read it is always best to install to the desktop or some personal folder that you can control and not where Windows wants it to be located. Sorry I don't have the exact location for you, but you should find it under protected files I think?
  10. You can place a flamethrower on ANY car. Here is a CLEO script that checks to see if you are driving a vehicle and you can use the "+" key on the numpad to activate the flame. {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- thread 'FLAME_CAR' //Checks to see if the player is defined and driving any vehicle (might need restrictions) :FLAME_CAR_19 wait 0 if and Actor.Driving($PLAYER_ACTOR) Player.Defined($PLAYER_CHAR) jf @FLAME_CAR_19 //Get the player's car as 0@ and add an invisible man with a flamethrower on it. :FLAME_CAR_44 03C0: 0@ = actor $PLAYER_ACTOR car Model.Load(#FLAME) Model.Load(#MALE01) 038B: load_requested_models 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 5@ = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) 01B2: give_actor 5@ weapon 37 ammo 99999 // Load the weapon model before using this 01B9: set_actor 5@ armed_weapon_to 37 Actor.WeaponAccuracy(5@) = 100 //If you remove this line you will see the invisible man. 0337: set_actor 5@ visibility 0 Actor.SetImmunities(5@, 1, 1, 1, 1, 1) //Set the current vehicle to FIRE PROOF Car.SetImmunities(0@, 0, 1, 0, 0, 0) 02A9: set_actor 5@ immune_to_nonplayer 1 0619: enable_actor 5@ collision_detection 0 06A7: put_actor 5@ into_turret_on_car 0@ at_car_offset 0.0 2.0 0.0 position 2 shooting_angle 0.0 0.0 with_weapon 37 Model.Destroy(#FLAME) Model.Destroy(#MALE01) //Wait for a keypress of 107 "+" on the numpad or LMB Fire :FLAME_CAR_239 wait 0 if Actor.InCar($PLAYER_ACTOR, 0@) jf @FLAME_CAR_357 if not Actor.Dead(5@) jf @FLAME_CAR_379 if or 00E1: player 0 pressed_key 17 0AB0: key_pressed 107 jf @FLAME_CAR_239 //Need to add some target control here so far just fires forwards. 017B: set_actor 5@ weapon 37 ammo_to 99999 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 100.0 0.0 0668: AS_actor 5@ rotate_and_shoot_at 1@ 2@ 3@ 100 ms jump @FLAME_CAR_239 //Player left car make it normal. :FLAME_CAR_357 Actor.DestroyInstantly(5@) Car.RemoveReferences(0@) wait 1000 jump @FLAME_CAR_19 //Invisible man dead? REALLY! Wow, how did you manage that? :FLAME_CAR_379 Actor.DestroyInstantly(5@) Car.RemoveReferences(0@) jump @FLAME_CAR_44 I don't know if this works with ALL vehicles somewhat untested. Have fun you funny arsonist you! EDIT: I made some changes lowered my invisible man to make the flames seem to come from the grill. Added LMB keypress. I tested a BMX that is funny riding a BMX shooting flames. Also since you are not holding the weapon the cops don't blame you.
  11. Here is a shorty; {$VERSION 3.1.0027} {$CLEO .cs} //Coded by Vincent Black //June 6th, 2010 //-------------MAIN--------------- thread 'FINDTAGS' //Loop here until the player pressed "T" :FIND_TAGS_1 wait 0 if 0AB0: key_pressed 0x54 jf @FIND_TAGS_1 //Get player position and nearest TAG 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 07A6: get_nearest_tag_location_near_point 1@ 2@ 3@ store_to 8@ 9@ 0@ //Create a marker on TAG 018A: 4@ = create_checkpoint_at 8@ 9@ 0@ Marker.SetColor(4@,1) //Wait 15 seconds clear the marker and restart the loop :FIND_TAGS_2 wait 15000 Marker.Disable(4@) jump @FIND_TAGS_1 Issues include; sprayed tags are not eliminated from search and only the nearest tag is shown.
  12. OK you can now download all three here. There are some things you might want to know. Real traffic has 2 versions the one titled "real traffic alt" will NOT lock the car doors. Install only 1 of these 2 mods. This mod was pretty glitch filled and while I fixed most of them there are some minor issues. Like alternate version vehicles might change in appearance upon approach. I have ran the mod without crashing the program for sometime now. Hippiecommunist on GTAforums original code worked to some degree and I thank him for laying the foundation. Real Cops watches for you to get any stars. It scans the area around you for police. Then is holds them, you will hear the police report and be notified that there is a witness. If you kill the Witness within 30 seconds the star won't show up. However stars go into effect right away is the witness is a cop. Real Cop Cars watches for 3 things to occur. You must be wanted, driving a vehicle, and speeding over 25 KPH. Then 2 special made police vehicles spawn right behind you. They have but one motivating factor. KILL the player. They will continue to pursue your vehicle until it is riddled with bullets. Note: if you jump from your vehicle they chase the vehicle. You can do whatever you like with these mods. I have included notes on how each section is supposed to work. HAVE FUN! Vincent Black
  13. http://www.thegtaplace.com/downloads/f1144-detailed-map-and-radar-mod
  14. Something is causing the traffic mod to crash near the tunnel by the airport. I can't figure it out yet. I am tired of the cops assisting other gang members when they shouldn't be taking sides. Other than that, I am trying to get the cop cars to stay on your tail and not drive like a bunch of dorks. EDIT: Ok I figured it out there are single passenger fork trucks over there.
  15. How sad, no one missed me.

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